Publisher: Self-Published
Back in November I found myself with a very long series of waits on my hand on buses, in cafes, and in Hospital waiting rooms. I am trying to cut my screen time way back, so I decided instead I would grab Mythic GME and a book off my shelf and play a solo game over the course of the day.
I decided to give Dungeon World another whirl. I was not disappointed: I rather enjoyed the narrative complexity that came out of a storygame played solo (even if my players are still not interested in them.) I came up with a fantastic tale of a young princess, a squire, and an apprentice magician playing a deadly game of cat-and-mouse with dwarf terrorists in the Underdark. I gave the overall experience a 7/10, it was a good solo run, but in a lot of places it was marred by some of the flaws of the system, such as how easy it was for a bad roll or two to turn into an quagmire of bad events, and the fact that magic was often fickle and ineffectual. I made a pile of notes about how I would tweak the game in the future.
In March, I had to move house, and as I packed, hauled boxes by the dolly-full between houses, and unpacked every day for a month, I found myself binging a lot of solo semi-actual play podcasts that I was behind on, including the entire third season of the amazing The Lone Adventurer by Carl White. TLA tells a cohesive story of spies, thieves, and manapunk fighter pilots that is deeply engrossing. And one of the things he does that I really enjoy is that he periodically changes game systems to suit the kind of adventure he wants for the specific arc of the story. When he wants Bondesque action he plays D&D5e; when he tells crime stories he uses Blades in the Dark; when he is engaging in a long skyship voyage he plays Ironsworn; and airship battles are played in Warbirds. And for each he works very hard to explain the system and how it is producing the story he wants. After a few episodes in a given system, you have got a pretty good sense of how to play it and how it plays.
For one recent segment of The Lone Adventurer, Carl switched over to Chasing Adventure, a PbtA fantasy adventure game that was designed to work similarly to Dungeon World, but was intended to smooth off DW's rough edges, be mechanically a little lighter and more free-flowing, and a little less beholden to Dungeons & Dragons. Listening to Carl play got me quite intrigued, I went out and grabbed the free version immediately, and liked it enough to buy the full version a few days later.